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02:44, 26th April 2024 (GMT+0)

Pertinent Particulars (including how to RTJ)

Posted by Sundown ScribeFor group public
Sundown Scribe
GM, 2 posts
Tue 26 Jul 2022
at 17:35
  • msg #1

Pertinent Particulars (including how to RTJ)

What this is, very generally: 

A quest through a particular urban setting to find a very important thing, before time runs out.

Marvel Heroic RPG is the game system in use. Specifically, the core book published in 2012.   If you wish me to make a PDF available in Dropbox, I can do that.

Learning to navigate the setting will be crucial, and discernment key;   you will need to choose appropriately when it's time to schmooze, negotiate, fight, or run.     I'm aiming for a sense of urgency and adventure, while also emphasizing interaction and opportunity for roleplay.   The journey will be the fun of it, if I'm doing my job right.

My inbox will always be open, if you have thoughts, requests or other input along the way.

What this game will not be:

- One of those that shoots out the gate with a madcap flurry of posting.    Yes, I work from home; but my life is busy enough to prohibit camping on Rpol all day, even if I wanted to.   I thought very carefully before offering this.   My commitment to run it through to its conclusion is firm.   But if I need to take a week off, to consider where the story is going, I'll take it.   You will be notified in the event of that, or any other significant pauses, meaning three days or more.

- One long chain of battles.   Now violence will be a thing, and there will be some very pitched and significant combat.   But if most of what you want is fighting, and you plan to be very low key in between, then this isn't the game for you.    Yes, your character can be gruff and  intimidating, rather than a sweetheart negotiator.  A pragmatic and grim veteran of relatively few words and fewer smiles, whose insights tend to be incisive when they have them.

But you can't just not interact with the people around you, PCs and NPCs alike.   That won't work.   The group will need to make a certain amount of allies and friends, in order to succeed in their goal.   However, you'll have latitude in your choice of those; no single npc is likely to be indispensable.  Although getting on the wrong side of one or two may mean you've opted for the even bumpier road.

- A love letter to MHR.  Stats give a handy guide as to who can do what, and rolling dice just makes the whole thing more fun, adding some unpredictability.   I'm not a rule lawyer, and no one will get on well by being one here.   I'll stick  mostly to what's in the manual, but if I gloss or narrate over the mechanics once in a while...well, be prepared, it's bound to happen.  And understand that may well work in your favor.

At the day's end, I'm mostly a softie who likes to see the good guys win. At least before all is said and done.  Albeit some choices may be potentially lethal.  But those would be clearly labled as such, before you act on them.    In the event anyone does lose a character, and wants to make another, there is zero problem with that.

And if you love playing your character, and don't want to die, the odds are terrific you won't.

What this game will be:   

- Hopefully, some amount of fun.  I'm not a harsh GM; I recognize you're investing time and energy in my funky little story, when you could be doing other things.   Any character I accept from you will matter here.      You will not be minimized, scorned, or given some second class status, while I cater to favorites.   If sometimes another character has the spotlight, rest assured it's because the story needs it, and that your own turn to shine is coming.

- Far more rooted in its make-up to Marvel 616, during its heyday, than the MCU.    However, because of the kind of characters I want, there is no problem in you basing yours on an MCU version, excepting a few overpowered particulars.  (see below)

- A fairly level playing field, for the PCs.   So, don't bother trying to envision how you can acquire unusual advantages, in terms of powers or character type.    I'll ensure you don't.

- A role playing game first, and a roll playing game second.   You're not the most verbose, polished writer, and really prefer doing shorter posts?    I won't hold it against you, promise.   Just make the effort, in your RP work.  That's all I ask.  It's easy to tell, and I will give points for that, figuratively and literally.

All I need from you in your RTJ:

Name:
Basis character(s):
Concept:
Brief background:

Specifics:

- No one's background needs to include how they got to Sundown City.  Your character has never heard of the place;  it will be taken care of in the story's opening.

- You are a variation, of some sort, of a canon Marvel character.    Perhaps a prototype, or a pastiche of more than one.  If you came over from eXiles, then you understand what we're looking for.  If no, than your character needs to differ from their canon counterpart, at least slightly, and substantially is very much okay.   And the Earth they hail from differs as well, so please give some thought as to what your home is like.

- You can use all or most of an official MHR writeup for your sheet, if it happens to fit the character.   But, this is also an opportunity to slice & dice, mesh pieces, and otherwise get a little creative, if you're inclined to.    I'm looking for a (mostly) balanced whole, if so.   Not something that reads like a mad power gamer's wish list.

Ever a good test, if in doubt: Would you want a character with these powers in your own game?

- You must be more or less human.   By which I mean mutants, cyborgs, werewolves, or a mortal guy that turns into a blazing skeleton are all okay.   But things like a sentient tumbleweed, or an animated fart cloud, are straight out.

Don't give me overtly non-human, and don't give me flat out goofy.    In advance, both those things are 'no.'

- You are welcome to use a very A-league character(s) as your basis, or go very B-league and obscure, or anything in between.   Dr. Strange is off the table (and, apart from the beginning and end, doesn't feature in this story).   Anything like the MCU versions of Carol Danvers or Wanda (or House of M), in terms of power levels, forget it.  See my notes about level playing fields and seeking unusual advantages, elsewhere.   And I'm bored of Jean Grey and Logan, but someone may surprise me.

- Some telepathic powers (including spells that provide the same effect) do not function inside Sundown. Most notably, those include thought reading, clairvoyance, and mental domination. If you have any on your sheet, you're cheating youself out of something more useful. Abilities that reveal the past or future in any real detail also don't work.

- You don't have to be a 'good alignment,' per se, but you do have to be able to work with a group, and not be a vicious psycho.   'Lone Wolf' archetype = straight out.

- Superpowers sure don't solve everything.   Make it a point to have some useful specialties.   If I note the group lacks anything in particular, I'll likely suggest that someone take it.
This message was last edited by the GM at 01:24, Tue 09 Aug 2022.
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